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Difference between revisions of "User:Askewnotion/PCs/Gnosis"

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- [[User:Askewnotion/PCs/Gnosis/Spells|Spells]] - [[User:Askewnotion/PCs/Gnosis/Build|Build]] -  
- [[User:Askewnotion/PCs/Gnosis/Spells|Spells]] - [[User:Askewnotion/PCs/Gnosis/Build|Build]] -  
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<!-- Breakdown - Class, including racial skill point
#  Class    BAB    FORT    REF    WILL  HD/DP  Skill  Feats
1  MSH      .5    .33    .33    2.5    4/4    28    1HD
2  Div      .5    .33    .33    .5    4/3      7    Scribe Scroll, Obtain Familiar
3  Div      .5    .33    .33    .5    4/3      7    3HD
4  MSH      .5    .33    .33    .5    4/3      7    -
====================================================================================
4          2.00  1.33    1.33    4.00    13    49    4
Favored Class: Wizard (+2 HP)-->


Gnosis<br>
Gnosis<br>
''' Diviner (ECL 1)''' <br>
''' Magus of the Starry Host 2 / Focused Diviner 2 (ECL 1)''' <br>
Race: Kelekene Elorii (Fire Elorii)<br>
Race: Kelekene Elorii (Fire Elorii)<br>
Alignment: CG | Size: M <br>
Alignment: CG | Size: M <br>
Line 19: Line 29:
Dex 14 +2 |  
Dex 14 +2 |  
Con 12 +1 |  
Con 12 +1 |  
Int 18 +4 |  
Int 21 +5 |  
Wis 10 +0 |  
Wis 10 +0 |  
Cha 15 +2 |
Cha 10 +0 |
AP 5<br>
AP 7<br>


== Defense ==
== Defense ==
Line 28: Line 38:
(+2 Dex, {+4 mage armor})<br />
(+2 Dex, {+4 mage armor})<br />


'''HP: 9''' ''(Bloodied 4)'' / HD: 1d4+1+3+1
'''HP: 19''' ''(Bloodied 9)'' / HD: 4d4+4+2
 
'''Initiative:''' +2 / '''Speed:''' 30'
 
'''Fort:''' 1 / '''Reflex:''' 2 / '''Will:''' 2
<!-- ===============================


    Saving Throw calculations:
'''Initiative:''' +2+1d2 / '''Speed:''' 30'
    F = .33w + 1con = 1
    R = .33w + 2dex = 2
    W = 2.0w + 0wis = 2


==================================== -->
'''Fort:''' 2 / '''Reflex:''' 3 / '''Will:''' 4


== Attacks ==
== Attacks ==
* '''Touch -1    Ranged Touch +2'''
* '''Touch +1    Ranged Touch +4'''


'''Space/Reach:''' 5 ft./5 ft.
'''Space/Reach:''' 5 ft./5 ft.
'''Base Attack:''' +0
'''Base Attack:''' +2
<!-- ===============================


    BAB calculation:
== Feats ==
    +1/2 wizard = 1/2
* 1st: '''Silent Spell''' (PHB, p100)<br>A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.


==================================== -->
* WB1: '''Scribe Scroll'''


== Feats ==
* WB1: '''Obtain Familiar'''
* 1st: '''Still Spell''' (PHB, p101)<br>A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.


* Wz1: '''Scribe Scroll''' (PHB, p178)<br />You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
* 3rd: '''Escew Materials'''
 
Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.


== Skills==
== Skills==
Line 67: Line 65:


;Strength 8 -1
;Strength 8 -1
*Athletics (2 ranks)
*Athletics (3 ranks)
:[[d20:skills.htm#climb|Climb]] +1
:[[d20:skills.htm#climb|Climb]] +2
:[[d20:skills.htm#jump|Jump]] +1
:[[d20:skills.htm#jump|Jump]] +2
:[[d20:skills.htm#swim|Swim]] +1<br>
:[[d20:skills.htm#swim|Swim]] +2<br>


;Intelligence 18 +4
;Intelligence 18 +5
*Inspect (0 ranks)
*Inspect (0 ranks)
:[[d20:skills.htm#appraise|Appraise]]  
:[[d20:skills.htm#appraise|Appraise]]  
:[[d20:skills.htm#search|Search]]  
:[[d20:skills.htm#search|Search]]  
*Linguistics (1 ranks)
*Linguistics (0 ranks)
:[[d20:skills.htm#decipherscript|Decipher Script]] +5
:[[d20:skills.htm#decipherscript|Decipher Script]]
:[[d20:skills.htm#forgery|Forgery]] +5
:[[d20:skills.htm#forgery|Forgery]]
*Mechanics  (0 ranks)
*Mechanics  (0 ranks)
:[[d20:skills.htm#disable device|Disable Device]]  
:[[d20:skills.htm#disable device|Disable Device]]  
:[[d20:skills.htm#openlocks|Open Locks]]  
:[[d20:skills.htm#openlocks|Open Locks]]  
*Spellcraft  (4 ranks)
*Spellcraft  (7 ranks)
:[[d20:skills.htm#psicraft|Psicraft]]  
:[[d20:skills.htm#psicraft|Psicraft]]  
:[[d20:skills.htm#spellcraft|Spellcraft]] +8
:[[d20:skills.htm#spellcraft|Spellcraft]] +12
*Craft
:[[d20:skills.htm#craft|Alchemy]] +8 (3 ranks)


;Other
;Other
*Initiative (0.5 ranks)
*Initiative (2.0 ranks)
*[[d20:skills.htm#speaklanguage|Speak Language]] (0 ranks)
*[[d20:skills.htm#speaklanguage|Speak Language]] (0 ranks)
:'''Languages:Eloran, Low Coryani, High Coryani, Ssethric, and Altharin (Ancient Imperial)''' <br>
:'''Languages:Eloran, Low Coryani, High Coryani, Ssethric, and Altharin (Ancient Imperial)''' <br>
Line 94: Line 94:


;Dexterity 14 +2
;Dexterity 14 +2
*Acrobatics (1 ranks)  
*Acrobatics (2 ranks)  
:[[d20:skills.htm#balance|Balance]] +3
:[[d20:skills.htm#balance|Balance]] +4
:[[d20:skills.htm#tumble|Tumble]] +3
:[[d20:skills.htm#tumble|Tumble]] +4
*Legerdemain (0 ranks)
*Legerdemain (0 ranks)
:[[d20:skills.htm#escapeartist|Escape Artist]]  
:[[d20:skills.htm#escapeartist|Escape Artist]]  
:[[d20:skills.htm#sleightofhand|Sleight of Hand]]  
:[[d20:skills.htm#sleightofhand|Sleight of Hand]]  
*Stealth (1 ranks)  
*Stealth (0 ranks)  
:[[d20:skills.htm#hide|Hide]] +3
:[[d20:skills.htm#hide|Hide]]  
:[[d20:skills.htm#movesilently|Move Silently]] +3<br>
:[[d20:skills.htm#movesilently|Move Silently]] <br>


;Wisdom 10 +0
;Wisdom 10 +0
*[[d20:skills.htm#heal|Heal]] (0 ranks)
*[[d20:skills.htm#heal|Heal]] (0 ranks)
*Notice  (3 ranks)
*Notice  (4 ranks)
:[[d20:skills.htm#listen|Listen]] +5 (+2)
:[[d20:skills.htm#listen|Listen]] +6 (+2)
:[[d20:skills.htm#spot|Spot]] +5 (+2)
:[[d20:skills.htm#spot|Spot]] +6 (+2)
*[[d20:skills.htm#profession|Profession: ]] (0 ranks)
*[[d20:skills.htm#profession|Profession: ]] (0 ranks)
*Streetwise (1 ranks)  
*Streetwise (3 ranks)  
:[[d20:skills.htm#gatherinformation|Gather Information]] +4
:[[d20:skills.htm#gatherinformation|Gather Information]] +3
:[[d20:skills.htm#sensemotive|Sense Motive]] +1
:[[d20:skills.htm#sensemotive|Sense Motive]] +3
*Survival (0 ranks)  
*Survival (0 ranks)  
:[[d20:skills.htm#survival|Survival]] +1 (+1)
:[[d20:skills.htm#survival|Survival]] +1 (+1)
Line 120: Line 120:


;Constitution 12 +1  
;Constitution 12 +1  
*Concentration (4 ranks)  
*Concentration (7 ranks)  
:[[d20:skills.htm#autohypnosis|Autohypnosis]] +5
:[[d20:skills.htm#autohypnosis|Autohypnosis]] +9
:[[d20:skills.htm#concentration|Concentration]] +5<br>
:[[d20:skills.htm#concentration|Concentration]] +9<br>


;Charisma 16 +3
;Charisma 10 +0
*Animals (0 ranks)
*Animals (0 ranks)
:[[d20:skills.htm#handleanimal|Handle Animal]]  
:[[d20:skills.htm#handleanimal|Handle Animal]]  
:[[d20:skills.htm#ride|Ride]]  
:[[d20:skills.htm#ride|Ride]]  
*Deception (2 ranks)  
*Deception (5 ranks)  
:[[d20:skills.htm#bluff|Bluff]] +5
:[[d20:skills.htm#bluff|Bluff]] +5
:[[d20:skills.htm#disguise|Disguise]] +5
:[[d20:skills.htm#disguise|Disguise]] +5
*Influence (0 ranks)
*Influence (0 ranks)
:[[d20:skills.htm#diplomacy|Diplomacy]]  
:[[d20:skills.htm#diplomacy|Diplomacy]]  
:[[d20:skills.htm#intimidate|Intimidate]] (+2)
:[[d20:skills.htm#intimidate|Intimidate]] +2 (+2)
*[[d20:skills.htm#perform|Perform: ]] (0 ranks)
*[[d20:skills.htm#perform|Perform: ]] (0 ranks)
*Use Magic (0 ranks)
*Use Magic (0 ranks)
Line 139: Line 139:
:[[d20:skills.htm#usepsionicdevice|Use Psionic Device]]  
:[[d20:skills.htm#usepsionicdevice|Use Psionic Device]]  


;Knowledges +4
;Knowledges +5
*[[d20:skills.htm#knowledge|Arcania: ]] +5 (1 rank)
*[[d20:skills.htm#knowledge|Arcania]] +6 (1 rank)
*[[d20:skills.htm#knowledge|Religion: ]] +5 (1 rank)
*[[d20:skills.htm#knowledge|Religion]] +6 (1 rank)
*[[d20:skills.htm#knowledge|History: ]] +5 (1 rank)
*[[d20:skills.htm#knowledge|History]] +6 (1 rank)
*[[d20:skills.htm#knowledge|Planes: ]] +5 (1 rank)
*[[d20:skills.htm#knowledge|Planes]] +6 (1 rank)
*[[d20:skills.htm#knowledge|Astrology]] +12 (7 ranks)
|}
|}


Line 156: Line 157:
*'''Proficient With Sword & Bow:''' All Elorii train constantly in preparation for the war of vengeance. As a result, all Elorii are proficient with the longbow, the long composite bow, the short bow, the short composite bow, the bastard sword (martial), the longsword, and the shortsword. In addition to the standard Elorii weapon proficiencies, Kelekene gain Weapon Familiarity with the two-bladed sword.
*'''Proficient With Sword & Bow:''' All Elorii train constantly in preparation for the war of vengeance. As a result, all Elorii are proficient with the longbow, the long composite bow, the short bow, the short composite bow, the bastard sword (martial), the longsword, and the shortsword. In addition to the standard Elorii weapon proficiencies, Kelekene gain Weapon Familiarity with the two-bladed sword.


=== Wizard ===
=== Magus of the Starry Host ===
*'''Prohibited Schools:''' Evocation
*'''Domain Spell:''' A magus of the starry host can cast spells from the Heaven domain (see p. 83) as if they were arcane spells of the same level.
 
*'''Spells in the Heavens:''' A magus dedicates his magic to a single star (usually a northern star that is in the sky year-round in the Northern Hemisphere, although this may be a serious impediment if he’s forced to travel to the Southern Hemisphere). By concentrating on that star for an hour as it moves in the night sky, he renews expended spell slots.


*'''Familiar:''' ''Squirrel'' - Manfrinjensin
*'''Compound Wondrous Incense:''' A magus is able to make wondrous incense, a magical incense that fills an area with a dweomer that affects everyone who breathes it (see p. 109). It requires four hours, an Alchemy check (DC 13), and 50 gp in supplies to make one ounce of wondrous incense.
::Tiny Animal
::Hit Dice: 1 (4 hp)
::Initiative: +2
::Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
::Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
::Base Attack/Grapple: +0/–12
::Attack: Bite +4 melee (1d3–4)
::Full Attack: Bite +4 melee (1d3–4)
::Space/Reach: 2-1/2 ft./0 ft.
::Special Attacks: —
::Special Qualities: Low-light vision, scent
::Saves: Fort +2, Ref +4, Will +3
::Abilities: Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2
::Skills: Balance +10, Climb +12, Hide +14, Move Silently +10,Swim +10
::Feats: Weapon Finesse


::A rat can always choose to take 10 on Climb checks, even if rushed or threatened.
*'''Spell Pilgrimage:''' A magus cannot copy spells from spellbooks to add to his repertoire, but beginning at 2nd level he can discover new magics by making pilgrimages to special locations.


::A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.
:The magus can calculate the viewing location of a celestial phenomena and when it may be viewed to gain magical power. If he travels to that spot (1d100 x spell level miles from the magus’ home base) at the proper time (1d20 x spell level days from the time he determines the event), he gains the knowledge of a spell, which is added to his repertoire.


::A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in astraight line.
:The magus determines the level of the spell he’d like to learn. He must then make a Knowledge (astrology) check of DC 25 + the level of the spell (he cannot take 20 on the roll, though he may take 10). If he fails, he loses the opportunity to learn the spell at this time and may not attempt another roll for seven days. If he’s successful, he knows the time and place where he needs to be to gain the power. Once he views the phenomena, he gains the new spell knowledge.


::''Special Abilities:'' Alertness, improved evasion, share spells, empathic link
:Only one new spell may be learned in a month. Magic may not be used to significantly augment the journey (i.e., the magus may use a dimension door spell to save his life in a fight with a monster, but cannot just teleport to the location of the celestial phenomena); the pilgrimage is an essential part of the experience. The GM should award XP to the magus if the quest is completed.

Latest revision as of 12:28, 13 October 2009

Gnosis.jpg
Quick links
- Logsheet - Personality Profile -
- Spells - Build -


Gnosis
Magus of the Starry Host 2 / Focused Diviner 2 (ECL 1)
Race: Kelekene Elorii (Fire Elorii)
Alignment: CG | Size: M
Patron Deity: Mârok, Osalían, Keleos, Beröe, Belisarda
Abilities Str 8 -1 | Dex 14 +2 | Con 12 +1 | Int 21 +5 | Wis 10 +0 | Cha 10 +0 | AP 7

Defense

AC: 12{16} / Touch: 12, Flatfooted: 10{14}
(+2 Dex, {+4 mage armor})

HP: 19 (Bloodied 9) / HD: 4d4+4+2

Initiative: +2+1d2 / Speed: 30'

Fort: 2 / Reflex: 3 / Will: 4

Attacks

  • Touch +1 Ranged Touch +4

Space/Reach: 5 ft./5 ft. Base Attack: +2

Feats

  • 1st: Silent Spell (PHB, p100)
    A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.
  • WB1: Scribe Scroll
  • WB1: Obtain Familiar
  • 3rd: Escew Materials

Skills

ACP = -0

Strength 8 -1
  • Athletics (3 ranks)
Climb +2
Jump +2
Swim +2
Intelligence 18 +5
  • Inspect (0 ranks)
Appraise
Search
  • Linguistics (0 ranks)
Decipher Script
Forgery
  • Mechanics (0 ranks)
Disable Device
Open Locks
  • Spellcraft (7 ranks)
Psicraft
Spellcraft +12
  • Craft
Alchemy +8 (3 ranks)
Other
Languages:Eloran, Low Coryani, High Coryani, Ssethric, and Altharin (Ancient Imperial)
Dexterity 14 +2
  • Acrobatics (2 ranks)
Balance +4
Tumble +4
  • Legerdemain (0 ranks)
Escape Artist
Sleight of Hand
  • Stealth (0 ranks)
Hide
Move Silently
Wisdom 10 +0
  • Heal (0 ranks)
  • Notice (4 ranks)
Listen +6 (+2)
Spot +6 (+2)
Gather Information +3
Sense Motive +3
  • Survival (0 ranks)
Survival +1 (+1)
Use Rope
Constitution 12 +1
  • Concentration (7 ranks)
Autohypnosis +9
Concentration +9
Charisma 10 +0
  • Animals (0 ranks)
Handle Animal
Ride
  • Deception (5 ranks)
Bluff +5
Disguise +5
  • Influence (0 ranks)
Diplomacy
Intimidate +2 (+2)
Use Magic Device
Use Psionic Device
Knowledges +5

Special Abilities

Racial

  • Immortality: Elorii do not age after reaching maturity, but they do continue to grow. An Elorii adds about one foot of height for each thousand years of life. Elorii cannot die from natural aging.
  • Immunities: Elorii are immune to sleep and non-magical diseases. They require two hours of uninterrupted meditation every night. Elorii spellcasters require four hours of uninterrupted rest to regain their daily allotment of spell slots.
  • Low-light Vision: Elorii can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and details under these conditions.
  • Proficient With Sword & Bow: All Elorii train constantly in preparation for the war of vengeance. As a result, all Elorii are proficient with the longbow, the long composite bow, the short bow, the short composite bow, the bastard sword (martial), the longsword, and the shortsword. In addition to the standard Elorii weapon proficiencies, Kelekene gain Weapon Familiarity with the two-bladed sword.

Magus of the Starry Host

  • Domain Spell: A magus of the starry host can cast spells from the Heaven domain (see p. 83) as if they were arcane spells of the same level.
  • Spells in the Heavens: A magus dedicates his magic to a single star (usually a northern star that is in the sky year-round in the Northern Hemisphere, although this may be a serious impediment if he’s forced to travel to the Southern Hemisphere). By concentrating on that star for an hour as it moves in the night sky, he renews expended spell slots.
  • Compound Wondrous Incense: A magus is able to make wondrous incense, a magical incense that fills an area with a dweomer that affects everyone who breathes it (see p. 109). It requires four hours, an Alchemy check (DC 13), and 50 gp in supplies to make one ounce of wondrous incense.
  • Spell Pilgrimage: A magus cannot copy spells from spellbooks to add to his repertoire, but beginning at 2nd level he can discover new magics by making pilgrimages to special locations.
The magus can calculate the viewing location of a celestial phenomena and when it may be viewed to gain magical power. If he travels to that spot (1d100 x spell level miles from the magus’ home base) at the proper time (1d20 x spell level days from the time he determines the event), he gains the knowledge of a spell, which is added to his repertoire.
The magus determines the level of the spell he’d like to learn. He must then make a Knowledge (astrology) check of DC 25 + the level of the spell (he cannot take 20 on the roll, though he may take 10). If he fails, he loses the opportunity to learn the spell at this time and may not attempt another roll for seven days. If he’s successful, he knows the time and place where he needs to be to gain the power. Once he views the phenomena, he gains the new spell knowledge.
Only one new spell may be learned in a month. Magic may not be used to significantly augment the journey (i.e., the magus may use a dimension door spell to save his life in a fight with a monster, but cannot just teleport to the location of the celestial phenomena); the pilgrimage is an essential part of the experience. The GM should award XP to the magus if the quest is completed.